Legacy Documentation: Version 5.3
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Handles.DrawWireArc

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public static function DrawWireArc(center: Vector3, normal: Vector3, from: Vector3, angle: float, radius: float): void;
public static void DrawWireArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius);

Parameters

center The center of the circle.
normal The normal of the circle.
from The direction of the point on the circle circumference, relative to the center, where the arc begins.
angle The angle of the arc, in degrees.
radius The radius of the circle.

Description

Draw a circular arc in 3D space.


Wire Arc in the Scene view.

Note: Use HandleUtility.GetHandleSize if you want the handle to always remain the same size on the screen.

To use this example, save this script in the Assets/Editor folder:

#pragma strict
@CustomEditor(DrawWireArc)
public class DrawWireArcEditor extends Editor {
	function OnSceneGUI() {
		var t: DrawWireArc = target as DrawWireArc;
		Handles.color = Color.blue;
		Handles.Label(t.transform.position + Vector3.up * 2, t.transform.position.ToString() + "\nShieldArea: " + t.shieldArea.ToString());
		Handles.BeginGUI();
		GUILayout.BeginArea(new Rect(Screen.width - 100, Screen.height - 80, 90, 50));
		if (GUILayout.Button("Reset Area"))
			t.shieldArea = 5;
		GUILayout.EndArea();
		Handles.EndGUI();
		Handles.color = new Color(1, 1, 1, 0.2f);
		Handles.DrawWireArc(t.transform.position, t.transform.up, -t.transform.right, 180, t.shieldArea);
		Handles.color = Color.white;
		t.shieldArea = Handles.ScaleValueHandle(t.shieldArea, t.transform.position + t.transform.forward * t.shieldArea, t.transform.rotation, 1, Handles.ConeCap, 1);
	}
}
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DrawWireArc ) )] public class DrawWireArcEditor : Editor { void OnSceneGUI( ) { DrawWireArc t = target as DrawWireArc;

Handles.color = Color.blue; Handles.Label( t.transform.position + Vector3.up * 2, t.transform.position.ToString( ) + "\nShieldArea: " + t.shieldArea.ToString( ) );

Handles.BeginGUI( ); GUILayout.BeginArea( new Rect( Screen.width - 100, Screen.height - 80, 90, 50 ) );

if( GUILayout.Button( "Reset Area" ) ) t.shieldArea = 5;

GUILayout.EndArea( ); Handles.EndGUI( );

Handles.color = new Color( 1, 1, 1, 0.2f ); Handles.DrawWireArc( t.transform.position, t.transform.up, -t.transform.right, 180, t.shieldArea );

Handles.color = Color.white; t.shieldArea = Handles.ScaleValueHandle( t.shieldArea, t.transform.position + t.transform.forward * t.shieldArea, t.transform.rotation, 1, Handles.ConeCap, 1 ); } }

...and place this script on the GameObject where you want the arc to appear:

#pragma strict
@ExecuteInEditMode
public class DrawWireArc extends MonoBehaviour {
	public var shieldArea: float = 5;
}
using UnityEngine;
          
[ExecuteInEditMode]
public class DrawWireArc : MonoBehaviour
{
	public float shieldArea = 5;
}